My gut instinct is that when you pass in something to TextFormat, you just want the name of the font, not the path. So if the font's name were Arial, you'd just pass in "Arial", not "/path/to/Arial.ttf".

Adding edit2 of my last post to code permit to TextField to use font correctly. In other words is possible to embed Fonts and use them adding child to an actor. The only issue you must face to have the right look is about position of attached TextField: indipendently from Origin point selected in Animation attached child start from center of actor multiplied with Display multiply. Assuming (cax,cay) the coordinates of the center father actor, added child has top left coordinates in (cax,cay) x ScaleMultiplier.

To avoid this lack you can use something like that for your tf:Textfield

Per Timmy's and Max's suggestions, I'll be providing a way to overload the Preloader (and the CPMStar, Mochi, etc preloaders) using this method, so that these aspects can be customized to meet sponsors' needs without us trying to support every last use case.

Although this will be handled at the code level, ideally, a lot of this can be just handled by editing constants at the top of the source. It's adding each value to the GUI that's really "expensive", not trying to add the functionality at the code level

Where is destination to create extras folder ?I try to create in C:\Users\ART\AppData\Roaming\Stencyl\stencylworks\games\pl2 (pl2 is my game) ,I not sure that is right place because I can't get string from txt file.Please advise me.

I have a little problem with this method, that is pretty much the same as the code discussed here. I use these blocks:Well the only problem is that the GIF's aren't playing at all, it just showes them as a PNG pretty much. So just the 1. frame and nothing more.